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September 23, 2018
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Features » Audio
Getting the Most from Your Sound Designer 13
by Keith Moore [08.07.12]
Working with an external sound designer? This article by audio professional Keith Moore explores the other end of the collaboration -- what can go wrong on a project and why, and how to minimize communication difficulties and reach results that both parties are happy with.
Audio, Indie

Making Music: Pugs Luv Beats' Theory and Fun 3
by Yann Seznec [08.01.12]
A developer of the IGF-nominated game Pugs Luv Beats explains how music technology and theory was married to cute and colorful gameplay to create a surprising blend of avant-garde musicianship and accessible fun.
Audio, Design

Creating Audio That Matters 2
by Caleb Bridge [07.17.12]
What goes into the creation of audio that really sticks with players and brings more to the game? Dead Space 2's J White, Limbo's Martin Stig Andersen, and One Single Life's Thom Kellar explore the issue across three very different titles.
Audio

Notes from the Mix: Prototype 2 4
by Rob Bridgett [06.20.12]
The audio director on open world game Prototype 2 shares a crucial revelation about how to create a consistent soundscape for his game across all different sections -- and explains in depth how he achieved that great mix.
Audio

10 Tips: The Creation and Integration of Audio 3
by Tristan Donovan [05.29.12]
In the first installment of a new series, journalist Tristan Donovan dives into a discipline-specific topic to discover important tips and techniques -- and in this article he tackles audio.
Audio

A Revolution in Sound: Break Down the Walls! 6
by Rob Bridgett [05.16.12]
Rob Bridgett, audio director on Prototype 2 issues a rallying cry for the mixing of the audio discipline with the rest of the studio, and opening up the closed studio space to collaboration -- perhaps even suggesting a fundamental change in studio structure.
Audio

Postmortem: Housemarque's Outland 6
by Ilari Kuittinen, Aki Raula [04.27.12]
Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.
Audio, Design, Postmortem, Production, Art

How Does In-Game Audio Affect Players? 15
by Raymond Usher [04.18.12]
What effect does in-game audio have on players? Audio expert Raymond Usher (Grand Theft Auto: Vice City, Crackdown) shares the results of a study in which players were monitored while playing three games -- Osmos, FlatOut, and Amnesia -- with audio and without.
Audio, Design

Postmortem: Mode 7 Games' Frozen Synapse 3
by paul taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business/Marketing, Design, Postmortem, Production, Indie

How Colony Wars Came To Be 15
by Isaiah Taylor [09.28.11]
One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers.
Audio, Design, Production